Elemental Familiar
Transmutation
Level: Sor/Wiz 3
Components: V, S, M, XP
Casting Time: 10 minutes
Range: Touch
Target: Living creature touched
Duration: Instantaneous
Saving Throw: Fortitude negates (harmless)
Spell Resistance: Yes (harmless)
In order to cast this spell, you must have a familiar. When you cast the
spell, the target creature becomes a Tiny air, earth, fire, or water elemental,
as detailed below. You choose what type of elemental the creature becomes. The
creature retains its basic shape, but it is in every way an elemental, not an
element creature (as described in Manual
of the Planes).
You lose any special ability the familiar previously granted to you (such as
the +2 bonus to Move Silently checks bestowed by a cat familiar). However, you
gain a replacement special ability, depending on the type of elemental your
familiar becomes:
Air -- Master gains a +2 bonus to Initiative checks (stacks with
Improved Initiative).
Earth -- Master gains +1 natural armor.
Fire -- Master gains a +3 resistance bonus to saving throws against
fire attacks.
Water -- Master gains a +1 resistance bonus to Fortitude saving
throws.
Only a limited wish, miracle, or wish or similar magic can
restore a transmuted familiar to its original state. Otherwise, the familiar
remains an elemental forevermore. You cannot cast this spell on another
character's familiar. Most creatures consider the transformation harmless and
beneficial, but if the creature decides to resist, a successful Fortitude save
negates the spell.
Material Component: A small quantity of air, earth, fire, or water,
depending on the elemental type the creature is to become.
XP Cost: 500 XP.
|
|
Tiny
Air Elemental |
Tiny
Fire Elemental |
|
|
Tiny
Elemental (Air) |
Tiny
Elemental (Fire) |
|
Hit Dice: |
1d8 (4 hp) |
1d8 (4 hp) |
|
Initiative: |
+6 |
+5 |
|
Speed: |
Fly 100 ft. (perfect) |
50 ft. |
|
AC: |
16 (+2 size, +2 Dex, +2 natural) |
15 (+2 size, +1 Dex, +2 natural) |
|
Attacks: |
Slam +4 melee |
Slam +3 melee |
|
Damage: |
Slam 1d3-1 |
Slam 1d3-1 and 1d3 fire |
|
Face/Reach: |
2 1/2 ft. by 2 1/2 ft./0 ft. |
2 1/2 ft. by 2 1/2 ft./0 ft. |
|
Special Attacks: |
Whirlwind |
Burn |
|
Special Qualities: |
Air mastery, elemental traits |
Elemental traits, fire subtype |
|
Saves: |
Fort +0, Ref +4, Will +0 |
Fort +0, Ref +3, Will +0 |
|
Abilities: |
Str 8, Dex 15, Con 10, Int 4, Wis 11, Cha 11 |
Str 8, Dex 13, Con 10, Int 4, Wis 11, Cha 11 |
|
Skills: |
Hide +10, Listen +4, Spot +4 |
Hide, +9, Listen +4, Spot +4 |
|
Feats: |
Flyby Attack, Improved Initiative, Weapon Finesse (slam) |
Improved Initiative, Weapon Finesse (slam) |
|
Climate/Terrain: |
Any
land and underground |
Any
land and underground |
|
Organization: |
Solitary |
Solitary |
|
Challenge
Rating: |
1/2 |
1/2 |
|
Treasure: |
None |
None |
|
Alignment:
|
Usually
neutral |
Usually
neutral |
-
|
|
Tiny
Earth Elemental |
Tiny
Water Elemental |
|
|
Tiny
Elemental (Earth) |
Tiny
Elemental (Water) |
|
Hit Dice: |
1d8+1 (5 hp) |
1d8+1 (5 hp) |
|
Initiative: |
1 |
+0 |
|
Speed: |
20 ft. |
20 ft., swim 90 ft. |
|
AC: |
16 (+2 size, 1 Dex, +5 natural) |
16 (+2 size, +4 natural) |
|
Attacks: |
Slam +4 melee |
Slam +3 melee |
|
Damage: |
Slam 1d3+3 |
Slam 1d3+1 |
|
Face/Reach: |
2 1/2 ft. by 2 1/2 ft./0 ft. |
2 1/2 ft. by 2 1/2 ft./0 ft. |
|
Special Attacks: |
Push |
Water mastery, drench, vortex |
|
Special Qualities: |
Earth mastery, elemental traits |
Elemental traits |
|
Saves: |
Fort +3, Ref 1, Will +0 |
Fort +3, Ref +0, Will +0 |
|
Abilities: |
Str 15, Dex 8, Con 13, Int 4, Wis 11, Cha 11 |
Str 12, Dex 10, Con 13, Int 4, Wis 11, Cha 11 |
|
Skills: |
Hide +7, Listen +4, Spot +4 |
Hide +8, Listen +4, Spot +4 |
|
Feats: |
Power Attack |
Power Attack |
|
Climate/Terrain: |
Any
land and underground |
Any
land and underground |
|
Organization: |
Solitary |
Solitary |
|
Challenge
Rating: |
1/2 |
1/2 |
|
Treasure: |
None |
None |
|
Alignment:
|
Usually
neutral |
Usually
neutral |
A Tiny air elemental is 2 feet tall and weighs 1/4 pound. A Tiny earth
elemental is 2 feet tall and weighs 20 pounds. A Tiny fire elemental is 2 feet
tall and weighs 1/4 pound. A Tiny water elemental is 2 feet tall and weighs 8
pounds.
Elemental Traits: Immune to poison, sleep, paralysis, and stunning;
not subject to critical hits or flanking; darkvision 60 ft.; cannot be raised
or resurrected (though a wish or miracle spell can restore life).
The special attacks of Tiny elementals conform to the information given for
elementals of their subtype in the Monster Manual, except as specified.
The save DC against the Tiny air elemental's whirlwind is 9, the damage is 1d3,
and the whirlwind's height is 10 feet. The save DC against the Tiny fire
elemental's burn is 10. The save DC against the Tiny water elemental's vortex
is 11, the damage is 1d3, and the vortex's height is 10 feet.